Apr 20 2005 Rengoku: The Tower of Purgatory Review
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Summary: A Shell of What It Should Have Been
Reviewed by Mikaa
50
To make this as brief as possible, the controls and lack of interactive enviornments kills this potential game concept. Never mind that it looks ok, the idea of having character models reflect the equipted items, random levels, fast (and few) load times, and an art gallery at the start.

The enemies, once you clear each room, seem to regenerate almost randomly, despite a noticeable pattern that seems to linger in the shadows. This means that you keep running in circles, praying that you stumble onto one to fight.

And fighting is hurt by the absurd control scheme. Even as a gamer who prefers the digital over the analog, the use of the digital in this game is insane. The PSP's digital was awful when trying to do the Capcom Fireball move in Darkstalkers (ie - pressing Down, Downforward, then Forward in one motion), but trying to move in a three dimensional world without randomly dashing or rolling by accident is near impossible.

The concept is great, but, as much as I hate to admit it, the analog would have been far better to go with in this game. Even in lock-on mode, the controls are shaky.

The only reason this gets as high a score from me is that the gallery is so great an idea for this game, and that the character model reflects the equiptment.

REVIEW IT PRODUCT INFO BUY IT




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